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EnFz and object_fz: Freezard documented (#1828)
* Freezard: some docs * Freezard: more docs * Freezard: most function names * Freezard: last function named * Freeza: more docs * Freezard: oops wrong actor name * Fz: more docs * Fz: more docs * Fz: Object named * Fz: Object named * Fz: changed my mind, function names changed to reflect old OOT behavior not seen in this game, in case someone confuses them * Freezer: docs * Free: more docs * F: format * Fz: more docs * Fz: format * EnFz: more docs, format * Fz: More minor docs * Fz: more docs, format * Apply suggestions from code review Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> * EnFz: More requested changes * Fz: updated function declarations * EnFz: one of the flags was still 0 * Fz: updated functions.txt for disasm * Apply suggestions from code review Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> --------- Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
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@@ -8,66 +8,97 @@ struct EnFz;
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typedef void (*EnFzActionFunc)(struct EnFz*, PlayState*);
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typedef void (*EnFzUnkFunc)(struct EnFz*);
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#define ENFZ_GET_F(thisx) ((thisx)->params & 0xF)
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#define ENFZ_GET_3000(thisx) (((thisx)->params & 0x3000) >> 0xC)
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#define ENFZ_GET_4000(thisx) ((thisx)->params & 0x4000)
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#define ENFZ_GET_8000(thisx) ((thisx)->params & 0x8000)
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#define ENFZ_GET_POWER(thisx) ((thisx)->params & 0xF)
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#define ENFZ_GET_ROTATION_LIMIT(thisx) (((thisx)->params & 0x3000) >> 0xC)
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// appears out of the ground imediately
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#define ENFZ_GET_APPEAR_TYPE(thisx) ((thisx)->params & 0x4000)
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// if ENFZ_GET_TRACK_TYPE and NOT ENFZ_GET_APPEAR_TYPE (0x8000)
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// appears from the ground if player approaches, skates after them
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#define ENFZ_GET_TRACK_TYPE(thisx) ((thisx)->params & 0x8000)
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// Track and Appear have a mixed behavior if both are enabled:
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// if ENFZ_GET_TRACK_TYPE AND ENFZ_GET_APPEAR_TYPE (0xC000)
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// appears from the ground immediately, stays still,
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// but follows player to aim, while ignoring rotation limit
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typedef enum {
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/* 0 */ ENFZ_F_0,
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/* 1 */ ENFZ_F_1,
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/* 2 */ ENFZ_F_2,
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/* 3 */ ENFZ_F_3
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} EnFzParam;
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// Clock specifies where the internal clock starts, zero is random
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// used to force specific attack timing
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// used in Snowhead Temple: 0x3, 0x7, 0xD in room 02
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// causing them to breath at the bridge in series so the player has to time the jump
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// the value passed is 1/10 final value in frames
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#define ENFZ_GETZ_CLOCK(thisx) ((thisx)->shape.rot.z)
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typedef struct {
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/* 0x00 */ u8 unk_00;
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/* 0x01 */ u8 unk_01;
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/* 0x04 */ Vec3f unk_04;
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/* 0x10 */ Vec3f unk_10;
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/* 0x1C */ Vec3f unk_1C;
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/* 0x28 */ UNK_TYPE1 unk_28[0x4];
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/* 0x2C */ s16 unk_2C;
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/* 0x2E */ s16 unk_2E;
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/* 0x30 */ f32 unk_30;
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/* 0x34 */ f32 unk_34;
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/* 0x38 */ u8 unk_38;
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} EnFzStruct; // size = 0x3C
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// 0,1,2 are how powerful (distance) the attack is
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// F is treated like 0 (else case)
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typedef enum EnFzPower {
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/* 0 */ FZ_POWER_0, // + 0
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/* 1 */ FZ_POWER_1, // + 10
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/* 2 */ FZ_POWER_2, // + 20
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/* 3 */ FZ_POWER_PASSIVE, // unfinished empty actionfunc
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/* F */ FZ_POWER_F = 0xF // snowhead map room
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} EnFzPower;
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typedef enum EnFzEffectType {
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/* 0 */ FZ_EFFECT_DISABLED,
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/* 1 */ FZ_EFFECT_MIST_AURA,
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/* 2 */ FZ_EFFECT_BREATH
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} EnFzEffectType;
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typedef struct EnFzEffect {
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/* 0x00 */ u8 type;
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/* 0x01 */ u8 timer;
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/* 0x04 */ Vec3f pos;
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/* 0x10 */ Vec3f velocity;
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/* 0x1C */ Vec3f accel;
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/* 0x28 */ UNK_TYPE1 unk28[0x4];
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/* 0x2C */ s16 primAlpha;
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/* 0x2E */ s16 primAlphaState;
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/* 0x30 */ f32 xyScale;
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/* 0x34 */ f32 xyScaleTarget;
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/* 0x38 */ u8 damaging;
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} EnFzEffect; // size = 0x3C
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// indexes the different mist functions
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typedef enum EnFzState {
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/* 0 */ FZ_STATE_HIDDEN, // OOT, waiting for player approach, ice cavern
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/* 1 */ FZ_STATE_FULLSIZE,
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/* 2 */ FZ_STATE_CHANGING, // OOT, growing and disappearing, ice cavern
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/* 3 */ FZ_STATE_MELTING, // fire arrows
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} EnFzState;
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typedef struct EnFz {
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/* 0x000 */ Actor actor;
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/* 0x144 */ EnFzActionFunc actionFunc;
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/* 0x148 */ ColliderCylinder collider1;
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/* 0x194 */ ColliderCylinder collider2;
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/* 0x1E0 */ ColliderCylinder collider3;
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/* 0x22C */ Vec3f unk_22C;
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/* 0x238 */ f32 unk_238;
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/* 0x23C */ EnFzStruct unk_23C[40];
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/* 0x194 */ ColliderCylinder collider2; // might be hard protection ac
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/* 0x1E0 */ ColliderCylinder collider3; // at for breath
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/* 0x22C */ Vec3f wallHitPos;
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/* 0x238 */ f32 distToTargetSq;
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/* 0x23C */ EnFzEffect effects[40];
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/* 0xB9C */ f32 drawDmgEffAlpha;
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/* 0xBA0 */ f32 drawDmgEffScale;
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/* 0xBA4 */ s16 drawDmgEffTimer;
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/* 0xBA8 */ f32 unk_BA8;
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/* 0xBAC */ f32 unk_BAC;
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/* 0xBB0 */ f32 unk_BB0;
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/* 0xBB4 */ f32 unk_BB4;
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/* 0xBB8 */ f32 unk_BB8;
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/* 0xBBC */ f32 unk_BBC;
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/* 0xBC0 */ u32 unk_BC0;
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/* 0xBC4 */ s16 unk_BC4;
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/* 0xBC6 */ s16 unk_BC6;
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/* 0xBC8 */ s16 unk_BC8;
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/* 0xBCA */ s16 unk_BCA;
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/* 0xBCC */ u8 unk_BCC;
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/* 0xBCD */ u8 unk_BCD;
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/* 0xBCE */ u8 unk_BCE;
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/* 0xBCF */ u8 unk_BCF;
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/* 0xBD0 */ s16 unk_BD0;
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/* 0xBD2 */ s16 unk_BD2;
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/* 0xBA8 */ Vec3f originPos;
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/* 0xBB4 */ f32 originPosY;
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/* 0xBB8 */ f32 unkBB8; // set (135.0f), never read
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/* 0xBBC */ f32 speedXZ;
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/* 0xBC0 */ u32 envAlpha;
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// we set it, and read it, but never the same value
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// assumed unfinished shared variable with wizrobe
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/* 0xBC4 */ s16 wizrobeFlag;
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/* 0xBC6 */ s16 internalClock;
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/* 0xBC8 */ s16 unusedTimer; // set (0), never read
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/* 0xBCA */ s16 mainTimer;
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/* 0xBCC */ u8 isBgEnabled;
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/* 0xBCD */ u8 isMoving;
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/* 0xBCE */ u8 isColliderActive;
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/* 0xBCF */ u8 hitCounter; /// set, never read
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/* 0xBD0 */ s16 unkBD0; // set (0), never read
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/* 0xBD2 */ s16 unkBD2; // set (0,4000), never read
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/* 0xBD4 */ UNK_TYPE1 unkBD4[2];
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/* 0xBD6 */ u8 unk_BD6;
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/* 0xBD7 */ u8 unk_BD7;
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/* 0xBD8 */ u8 unk_BD8;
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/* 0xBD9 */ u8 unk_BD9;
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/* 0xBD6 */ u8 state;
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/* 0xBD7 */ u8 drawBody;
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/* 0xBD8 */ u8 isDying;
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/* 0xBD9 */ u8 attackTimer; // never set, always zero
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} EnFz; /* size = 0xBDC */
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#endif // Z_EN_FZ_H
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